Guide to genetics: Difference between revisions

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191 bytes added ,  12:38, 8 May 2016
imported>XDTM
imported>XDTM
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* Disabilities manifest if the block is over 800.
* Disabilities manifest if the block is over 800.


* Power manifesting is a little more complicated. It has an extra randomness added to the random! For example, during one shift the Hulk may manifest with as low as C80, but on another shift it may appear only at as high as ED8! But going higher than ED8 is not necessary ever (unless the code has been changed). So here are the powers:
* Power manifesting is a little more complicated. It has an extra randomness added to the random! First off, to be eligible for activation their block must be over C00. After that, every time the subject's dna is updated (either by re-applying the buffer or by pulsing radiation) the power has a chance to manifest. After it has manifested, it won't disappear unless the block goes below C00.
** Telekinesis: '''Block is spanning from C80 to ED8.'''
** Telekinesis: '''20% chance to activate.'''
** Hulk: '''Block is spanning from C80 to ED8.'''
** Hulk: '''15% chance to activate.'''
** Cold Resistance: '''Block is spanning from ABD to D16.'''
** Cold Resistance: '''25% chance to activate.'''
** X-Ray Vision: '''Block is spanning from ABD to D16.'''
** X-Ray Vision: '''25% chance to activate.'''
** Chameleon: '''20% chance to activate.'''
** Dwarfism: '''15% chance to activate.''' For some reason this is a power on the same level as hulk.


So what we can see from this is that TK and Hulk are a bit harder to get than CR and X-Ray. Interdasting!
Remember that this applies only to mutating via scanner: injectors always manifest powers, if their block is above C00, but are temporary.


==== Manifesting Mutations ====
==== Manifesting Mutations ====
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